Hi!I have searched the forum, and internet.. but cannot find any solution... or at least reason.When I start the game, there is NO sound at all. no music etc. in all modes.I have Ubuntu Studio(hardy 8.04 based) and pulseaudio installed and configured.I have and using 2 sound cards(built-in 5.1 soundstorm, and SBLive), first connected and selected as default output.

Sound works everywhere in the system, drivers installed, alsa rerouted to pulseaudio, as well as oss and esd.Using sdl with pulseaudio reroute also(tested with Urban terror - works)

I read this game uses OpenAl, it is installed and openalrc is configured to use pulseaudio. Another game: btanks(Battle Tanks) uses it as well, and it works.I really have NO clue.

Is there a switch to control it? Is the sound hardcoded for one soundcard(ie devnumber 0)? What can i do?Game runs smoothly, but no sound at all...

Almost all sound initialization work is done by OpenAL (ALUT, to be accurate), so as far as alutInit() function returns a positive result, all is OK from Raydium's point of vue ... :/ (that's why you see the "sound: OK, using 'default device'" message).

The trouble is probably somewhere in ALUT, OpenAL or PulseAudio. May I ask you to download Raydium and try to compile it by yourself, so it will use your own libraries ? (unlike the static ManiaDrive binary) It may gives us some clues about what's wrong here.

k , ./configure; and after several synaptic package installs, finally make.after make, i run demo, as recommended: "./odyncomp.sh test6.c &>~/log.log"Did that several times to get that screenshot.Alsa works - reroute thru alsaconf works: sounds work, background fx too.

So it looks like precompiled version problem....I have two further questions:1. Can I use this compiled code with data to make a locally built game(possibly will figure it out myself, but still would be nice if answered=)2. What was the reason and was I the only one affected and why? Quite many ppl use PulseAudio... its better this thing is fixed. I think.

So, then: What do you want exactly ? A 1.3 (svn) binary of the game ? Or for 1.2 ?

Other points:

it is sure, that old, yet stable 1.2 produces this audio error..If you mean that the trouble is due to 1.2 game & engine code, you're probably wrong. For me, it's not the code, but the linked libraries. See below.

What was the reason and was I the only one affected and why? Quite many ppl use PulseAudio...The trouble is not PulseAudio. I've personally seen MD1.2 run OK on a PA enabled distribution (Mandriva 2008.1 Spring). It seems here that is some sort of version conflict between the official 1.2 static binary (linked with some quiet old libs) and your shiny new distribution, somewhere around ALSA. You're probably not the only one affected by this bug, but it seems unusual enough, for you to be the first one to report it.

No problem Xfennec, pleasure is all mine) I am impressed for such engine to exist!) Respect to Raydium team!!

Im sorry for overloading you with info( Yes, you got it right, and i agree too.To summarize:1 - Static 1.2 fullpackage runs without any SFX(thats because my first message).2 + Raydium nightly SVN compiles and runs the testdemo6 WITH SFX.3 + I was able to put 1.2 code(its inside (1), c files) inside of (2) and compile them with odyncomp(mania_drive.c). It run, it had SFX!! This is the last picture. However i need to dyncomp it all time i wish to play. See next point.4 - Im unable to build those permanent *.c- > *.static executables in (3).... at all .... errors... I think thats my fault... Im doing something wrong.5 - Same with ManiaDrive 1.2 Code only version, it wont build... Got code, put data part inside. Get segmentation fault..

So the question is... Im sitting infont of a browser: what actions should i do, to get playable game WITH sound in this environiment. =)

3 + I was able to put 1.2 code(its inside (1), c files) inside of (2) and compile them with odyncomp(mania_drive.c).

If (1) is our "Static 1.2 fullpackage" (the one on our website), there isn't any C source file inside. I've just checked again.So, then, what did you copy over the SVN ... ? Or it's another fullpackage you've downloaded ?

@XfennecFrom your site,sorry.. (c->from SourceOnly 1.2)+(DataOnly 1.2)>>(make`d SVN 1.3); odyncomp mania_drive.c; It executed.All data from your site. Just trying to make it run as it should

How can I compile from source so it runs?SourceOnly1.2 wont run(Data package installed within)>>segmentation fault.SVN 1.3 runs demo and SourceOnly c`s(1.2)+Data. But only in odyncomp... I cannot make static files!

@nostalgeekhttps://launchpad.net/ubuntu/ if you have some problems regarding ubuntu. Sure I had some problems, im using Linux since 2 months.. But eventually read several books and solved them all.99% were my misunderstanding.

OK, it's way more understandable like that. This was not the binary package, but the source one

For you, then, the best way to play the game is to use the SVN. You'll get the latest (unreleased !) version of ManiaDrive (1.3). You don't need to generate a static binary since binaries are compiled with our own libraries.

I'll try to give you a step by step procedure. You've already done most of this, but you can restart from zero for a clean result:- Download the latest SVN of Raydium- Uncompress all this in "/home/where-you-want/mania_drive/" (of course, change this path to anything you want)- ./configure && make- ./odyncomp.sh mania_drive.c (may be long to launch the game, since it will download some data)- Exit the game once in the menu.- Use the mania_music folder from the data package to populate your empty one (songs are not auto-downloaded)- "mv test mania_drive.binary"- Create a "mania_drive.sh" file with the following content:

- Move this file anywhere you want, preferably in your $PATH (/usr/bin if you've no other idea)

Now you can easily launch the game using "mania_drive.sh", anytime, whatever is your current directory, create shortcuts, ... The first time you'll play the game, it will need to download data (mainly tracks and textures), so do not panic if the game seems frozen

You can do the same with mania2.c if you want to use the track editor.

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